Doom III

console commands are not supported by Activision(R).
This update for Doom 3 addresses issues found in multiplayer and single player since release. A complete list of what we have fixed and added is below. For future releases and more information about the game, please visit our web site: http://www.doom3.com[/i]
Have a look at what awaits you...
[b]Some of the other features included are:[/b]
Fix rendering
Fix a potential crash in physics
Fix an issue with pak downloaded being immediately appended without filesystem restart
Fixes to DNS lookup, reduced the stalls
[b]Fixes for modding/SDK:[/b]
Fix RevBitFieldSwap issue (affected only big endian platforms)
Fix ReadBindFromSnapshot
Pass lastPredictFrame to the game (client prediction)
Pass HandleMainMenuCommands to the game
Allow game to override gui load menu
For additional technical help with Doom 3, please see the Help system that came with the game, or visit the DOOM 3 web site: http://www.doom3.com
[u]A few notes about Vista:[/u]
We've tested Doom 3 and Quake 4 to run fine on Windows Vista, provided you have an OpenGL ICD installed (provided by your GPU vendor). Both NVidia and AMD/ATI have released an OpenGL ICD in their latest driver line.
If no OpenGL ICD is present, the default OpenGL driver is a wrapper to D3D provided by Microsoft, which lacks the necessary features to run id games with their full performance and graphical impact.
The install CDs (and DVDs) for Doom 3 and Quake 4 will install the game fine under Vista. The Quake 4 installer may require you to install Flash Player first, and Vista may pop occasional warning windows but in the end you will get a working installation.
Refer to the readme for more information.

sent to protect the facility, your duty seemed simple enough…until the invasion.
Download the DOOM 3 demo to begin your assignment at the UAC Mars research facility. Explore and battle through the first chapter. Includes 3 levels.

information since version 1.0
-----------------------------------
Fixes and Updates in 1.3:
-----------------------------------
- PunkBuster(TM) support has been added.
- EAX(R) ADVANCED HD(TM) support in the sound engine contributed by Creative Labs(R). Doom 3 base game comes with room reverb data.
- To utilize EAX(R) ADVANCED HD(TM) in Doom 3, you must have 100% EAX 4.0 compatible sound card. Please refer to your sound card manufacturer for details on whether or not your sound card supports EAX 4.0.
- Sound Blaster(R) Audigy(R) 2 users who wish to utilize the new EAX 4.0 feature in Doom 3 should download [file="40149"]the latest Creative Beta Drivers[/file] for the card released on April 5th, 2005. Not using these drivers may result in game instability while using EAX 4.0.
- Server provides .pk4 file download URLs (http/ftp), client has internal download.
- New class of .pk4 files: 'addon paks' are only referenced when the map is loaded in.
- .pk4 downloads and addon paks come with a number of fixes to the 'pure server mode' filesystem code.
- Fixed ragdoll bounciness.
- Fixed how Doom 3 detects LAN client vs. Internet clients.
- LZW compression of render demos.
- Fixed command line parameter passing.
- Added a QuakeIII-style graph of the connection quality for network clients controlled with net_clientLagOMeter cvar displays a graph of how much the client predicts ahead of the server note that you can change the minimum predict ahead of a client by setting net_clientPrediction
-------------------------------------------------------------
Changes relevant to mod developers (SDK):
-------------------------------------------------------------
- Added UploadImage to idRenderSystem interface. This lets the user blit images to the renderer.
- Supports fs_game_base; this lets you base a mod off base game + d3xp + your own content.
- Most of the download redirection is handled in the game code, and can be extended.
-----------------------------
Notes for mod users:
-----------------------------
- It is recommended that any user modifications that have been installed to the Doom3 directory be removed before installing this update. These modifications are not supported by Activision and may not be compatible with some of the new features that are included.

Demo_Mc_underground.
A massive demonic invasion has overwhelmed the Union Aerospace Corporation's (UAC) Mars Research Facility leaving only chaos and horror in its wake. As one of only a few survivors, you struggle with shock and fear as you fight your way to hell and back, in an epic clash against pure evil.
Built on id's revolutionary new 3D graphics engine, DOOM 3 draws you into the most frightening and gripping 3D gaming experience ever created.

an ATI graphics board. However, the game now requires Mac OS X v10.3.9.
-----------------
What\'s new:
-----------------
- This Patch includes a Universal Binary which allows operation on the new Intel Macintosh.
- Improved performance on PowerPC Macs with ATi graphics cards
- The minimum supported operating system is now OS 10.3.9
- OpenAL will not function in OS 10.3.9. It will disable itself if you try enabling it.
---------
Notes:
---------
- Using this update will reset your progress in whatever map you are currently saved in. When loading a saved game, the player starts at the begining of that map with their inventory intact.
- Using this update may reset the Nightmare skill setting. If you are playing in Nightmare mode before applying this update, you may to re-enable it in the console (g_nightmare 1). After enabling it in the console, the game must be relaunched in order for nightmare mode to show up as a selectable option.
- This update implements a preview version of Open AL support that provides full 5.1 surround sound. Use this feature ONLY with an Open AL compliant 5.1 sound card. To activate the OpenAL preview support, hold down the Command (?) key as you launch the game, then check the box next to the \"Use OpenAL\" in the Doom 3 Preferences dialog. You should also select \"surround\" sound from the in-game options menu. NOTE OpenAL is now only supported in OS 10.4.
** Users may experience sound glitches or sound drops while using the preview Open AL option.

[url="http://www.jamdat.com/JamdatWeb/Catalog/US/en/game/mobile/ProductDetailOverviewView/product-24342/genre-1082666698726"]JAMDAT Mobile[/url].
John Carmack: I think it is the best game we have ever made, and it exceeded all of my expectations.
DOOM RPG is a new take on id Software's world-renowned DOOM franchise. The game preserves the look, feel and excitement of the original DOOM game, while integrating a tactical, turn-based combat system for easy to learn one-handed gaming. Crafted specifically for mobile phones, DOOM RPG sends players to a secretive Martian research facility to solve the mystery of a massive demonic invasion. DOOM RPG captivates die-hard fans looking for a little bit of hell on-the-gowhile introducing a whole new generation to the classic that started the first-person gaming revolution.
-------------
Features:
-------------
- Smooth-scrolling 3D gameplay from a first person perspective
- A brutal aresenal of 9 weapons including old favorites like the Super Shotgun and BFG, and some cool weapons new to the Doom universe
- 10 action packed levels filled with dangerous monsters, incredible power-ups, and secret areas to explore
- Over 8 hours of engaging RPG gameplay
- A compelling story, scripted sequences, tons of characters, and interactive environments
- Sound effects and classic Doom music
- Save game feature allows you to quit at anytime and pick up later where you left off
- Collect UAC credits and use them to purchase items and ammunition
- Earn experience and gain levels to become stronger
- Purchase stat boosters such as strength and accuracy to customize your character
- Replay game levels as many times as you would like to build up your character's abilities
- Full-screen rendering that matches the maximum resolution of your mobile device
- Supports a wide variety of carriers and cellphone devices
-------------
Reviews:
-------------
- http://wireless.ign.com/articles/652/652161p1.html
- http://www.gamespot.com/mobile/action/doomrpg/review.html
- http://www.gamedaily.com/wireless/review/index.asp?id=859&source=00001&gameid=4674∂=2
- http://www.1up.com/do/reviewPage?cId=3143992&did=1
Summary:
Video compression: WMV
Image resolution: 304x208
Length: 1'56"
Audio: Yes

:)
[quote]A distress call from the Odluvai research station on Mars forces a Special Ops team to investigate. What they find are creatures from another dimension, lurking in the darkness, killing off the survivors.[/quote]
|- CODEC: QuickTime
|- Resolution: 640x348
|- Running Time: 1'55"

has failed. And the messages that do get through are less than comforting. It\'s a level 5 quarantine and the only souls allowed in or out are the Rapid Response Tactical Squad -- hardened marines armed to the teeth with enough firepower to neutralize any enemy... or so they think.
The research being done at Olduval station has unwittingly opened a door and all hell has broken loose. A legion of nightmarish creatures of unknown origin lurk behind every wall and stalk the countless rooms and tunnels of the facility, killing what few people remain.
[i]The film, based on id Software\'s videogame DOOM 3 and written by David Callaham and Wesley Strick, is set to hit theatre\'s on October 21st, 2005.[/i]
|- CODEC: Windows Media Video
|- Resolution: 1280x720
|- Running Time: 1\'18\"
|- Sound: Music + Voice-over

research station on Mars. All research has ceased. Communication has failed. And the messages that do get through are less than comforting. It's a level 5 quarantine and the only souls allowed in or out are the Rapid Response Tactical Squad -- hardened marines armed to the teeth with enough firepower to neutralize any enemy... or so they think.
The research being done at Olduval station has unwittingly opened a door and all hell has broken loose. A legion of nightmarish creatures of unknown origin lurk behind every wall and stalk the countless rooms and tunnels of the facility, killing what few people remain.
[i]The film, based on id Software's videogame DOOM 3 and written by David Callaham and Wesley Strick, is set to hit theatre's on October 21st, 2005.[/i]
|- CODEC: QuickTime
|- Resolution: 480x204
|- Running Time: 1'18"
|- Sound: Music + Voice-over
[i]Need a (good) QuickTime Player? Try this one: [url="http://www.free-codecs.com/download/QuickTime_Alternative.htm"]QuickTime Alternative 1.60 Beta 2[/url][/i]

documentation.
Here is what has changed since the first release:
[quote]We just packaged up a newer version of the SDK.
- Vehicles
Be sure to read the readme.txt in the vehicles folder
- Maya Importer Source
To compile the Maya Import dll, you will need to get the Maya 4.5 or the Maya 6.0 SDK from Alias. There is a note in the directory explaining where the files need to go. The project comes set up to compile a dll for Maya 4.5. If you want to compile a dll for Maya 6.0, instructions are in maya_main.cpp. For Maya 6.0, you will need Visual Studio 2003 or higher. The Maya 6.0 SDK does not work with Visual Studio 2002.
- Linux Source
TTimo put together an official release for the Linux code. The code itself is the same as windows, but there are some different build options and an included SCons file.
- Random Fixes
Including (but not limited to) compiling 'out the box' in Visual Studio 2003 and 2005
If you have already done significant work on a mod, I would recommend installing this to a clean directory, then running windiff against your code base. Alternatively you could diff against the first SDK and manually copy the changes over.[/quote]

information since version 1.0
The Linux version adds support for Doom III: Resurrection of Evil. See [url=\"http://zerowing.idsoftware.com/linux/doom\"]the Linux FAQ[/url] for installation instructions.
-----------------------------------
Fixes and Updates in 1.3:
-----------------------------------
- PunkBuster(TM) support has been added.
- EAX(R) ADVANCED HD(TM) support in the sound engine contributed by Creative Labs(R). Doom 3 base game comes with room reverb data.
- To utilize EAX(R) ADVANCED HD(TM) in Doom 3, you must have 100% EAX 4.0 compatible sound card. Please refer to your sound card manufacturer for details on whether or not your sound card supports EAX 4.0.
- Sound Blaster(R) Audigy(R) 2 users who wish to utilize the new EAX 4.0 feature in Doom 3 should download the latest Creative Beta Drivers for the card released on April 5th, 2005. Not using these drivers may result in game instability while using EAX 4.0.
- Server provides .pk4 file download URLs (http/ftp), client has internal download.
- New class of .pk4 files: \'addon paks\' are only referenced when the map is loaded in.
- .pk4 downloads and addon paks come with a number of fixes to the \'pure server mode\' filesystem code.
- Fixed ragdoll bounciness.
- Fixed how Doom 3 detects LAN client vs. Internet clients.
- LZW compression of render demos.
- Fixed command line parameter passing.
- Added a QuakeIII-style graph of the connection quality for network clients controlled with net_clientLagOMeter cvar displays a graph of how much the client predicts ahead of the server note that you can change the minimum predict ahead of a client by setting net_clientPrediction
------------------------------------------------------------
Changes relevant to mod developers (SDK):
------------------------------------------------------------
- Added UploadImage to idRenderSystem interface. This lets the user blit images to the renderer.
- Supports fs_game_base; this lets you base a mod off base game + d3xp + your own content.
- Most of the download redirection is handled in the game code, and can be extended.
-------------------
Linux specific:
-------------------
- ALSA device opened non-blocking to avoid hangs.
-----------------------------
Notes for mod users:
-----------------------------
- It is recommended that any user modifications that have been installed to the Doom3 directory be removed before installing this update. These modifications are not supported by Activision and may not be compatible with some of the new features that are included.

hardware based audio anti-aliasing...Doom 3 has never sounded so sweet!
With the latest DOOM 3 patch you get full support for all the above, thanks to a custom OpenAL based audio engine. [u]Creative sound card owners[/u] can now experience the thrills and chills of this awesome game with fully immersive audio, and with no frame rate hit! Run Doom 3 in 7.1 mode at just the same framerate as the software based 2 speaker mode!

1.1.1286 build:
There are new GNU/Linux binaries for Doom3 on the ftp[1] and the BitTorrent tracker[2]. This build is compatible with the previous release, brings a number of bug fixes and new sound code. Alsa[2] and multichannel sound output are now supported.
No GUI changes were made in order to remain compatible with the first release, you will need to set some cvars on the command line to configure your sound:
set s_driver to best, alsa or oss. (best will just try alsa and fallback to OSS otherwise )
set s_numberOfSpeakers to 2 for stereo, 6 for multichannel sound ( whatever your actual number of speakers may be ).
For instance:
doom3 +set s_driver alsa +set s_numberOfSpeakers 6
will start doom3 using the Alsa sound backend in multichannel mode
notes about OSS:
The Linux kernel comes with the OSS/Free API, which works great in most cases but lacks multichannel support. You can download a binary OSS/Linux implementation from 4Front Technologies[4]. To sum up, the drivers are 'free for non commercial use'. You can use them to play Doom III. They have great multichannel support, and that's the drivers I used to develop the OSS backend.
Thanks to everyone who helped testing this build .. and thanks for the positive Linux feedback emails we've been getting..
TTimo

Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1
- Fixed game freezing if in-game MP menu is opened just after a change map vote
Passes and just before the map changes.
- Fixed duplicate player names shutting down a server during map changes
INTERFACE
- Fixed scrolling lists with arrow keys while holding control crashing game
- Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down) - Added in_togglecrouch, in_togglerun, & in_togglezoom
- Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect
- Fixed remote password field only displaying 3-4 characters at a time. - Fixed g_voteFlags so that spectator and nextmap could be individually toggled - Made print screen bindable.
- Made Alt-Gr (right alt) bindable separately for European versions. For english
versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update.
- Added mouse wheel scrolling to server list (gui list boxes).
NETWORKING/MULTIPLAYER
- Bumped damage up on rocket jumping in multiplayer
- Decreased damage from chaingun to 25 in multiplayer
- Exploding barrels to full damage to attacker in multiplayer
- Increased height for falling damage in multiplayer
- Made r_skipNewAmbient, r_skipSpecular, r_skipBump, and r_shadows cheat protected
- Made g_fov modifiable in mutiplayer from 90 to 110
- Changed server protocol version from 1.33 to 1.34
- Changed idEntity::SetName to allow entities to be named after startup during network games
- Changed idClass:stick out tongueostEventArgs to allow script threads to post events during network games
- Changed net_allowCheats to allow cheat commands during network games
- Fixed projectile launched from wrong position when player exits teleporter while holding fire
- Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2
- Fixed light from flashlight remaining after player is killed.
- Fixed frags going negative when over 64. Maxfrags now at 100.
- Fixed -1/1 ammo count while dropping weapon in multiplayer
- Fixed no rockets in view-model rocket launcher when first picked up - Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer
- Fixed chaingun flickering on/off when spectating another player in Tourney - Fixed no "You lose" message being played for loser in Last Man Standing.
- Added join messages when players join an MP game.
- Fixed players stuck spectating when no spectators vote is passed.
- Added chat and connection interrupted icons - Fixed Frag Chamber doors killing player if they're moving towards them just as they
open (kill trigger was turned off too late in the script).
- Added build for a dedicated server executable (DooM3Ded.exe) on Win32.
- Fixed problems with server list:
- wrong server being joined when sorting
- wrong server being joined when filtering
- server list not being sorted initially by ping.
- Chat text no longer converts high-ASCII chars to periods
- Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating
- Fixed Incorrect scoring information appears on scoreboard - Fixed backpack secret exploit on d3dm5 "Lights Out"
- Added chat/lag icons
- Elevators now return to their home position even if someone is standing on them
RENDERING
- r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10)
- Fixed in-game videos disappearing if you go to the menu and return
- Fixed inconsistent worldview of players exiting teleporter. SOUNDS
- Fixed weapon sounds always playing the first sound in a sound shader instead of randomly picking one.
- Fixed bullet ricochet sound when punching glass.
LOCALIZATION
- Localized key names in bind menus
- Localized multiplayer text
* warmup text
* spectator text
- "QuickSave" name in save / load menu is now localized
- Fixed key binding issues with European (Italian, French, Spanish) keyboards
* all keys should be bindable now
* this includes modifying scan tables
- Fixed pickup items not being localized. Not fixed in MP, as this would require
including the .map files in the update. Any user maps created with update code should have the correct string id required for localization, however.
- Fixed "General Access" not being localized on PDAs.
- Added pure exclusions for all files that were causing pure server connection problems between mixed languages.
- Localized "Press any key..." in binding menus.
- Localized messages that client receives from the server when kicked or the server
shuts down.
- Localized "Server Full" message.
- Fixed Huffman encoding in decl manager so all characters have a minimum frequency
of one. This allows an optimal bit code length and fixes a memory overrun assert
and crash when loading Russian decls.
- Map names in Save / Load menu are now localizable.
- Removed hard coded english text from "Player is ready" message in MP.
- Fixed Italian accented i showing up as ^ and vice versa

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